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osu-lazer/osu.Game/Online/API/APIAccess.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
using System.Collections.Generic;
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using System.Diagnostics;
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using System.Net;
using System.Net.Http;
using System.Net.Sockets;
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using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
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using osu.Framework.Bindables;
using osu.Framework.Extensions.ExceptionExtensions;
using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
using osu.Game.Configuration;
using osu.Game.Localisation;
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using osu.Game.Online.API.Requests;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Chat;
using osu.Game.Online.Notifications.WebSocket;
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using osu.Game.Users;
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namespace osu.Game.Online.API
{
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public partial class APIAccess : Component, IAPIProvider
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{
private readonly OsuGameBase game;
private readonly OsuConfigManager config;
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private readonly string versionHash;
private readonly OAuth authentication;
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private readonly Queue<APIRequest> queue = new Queue<APIRequest>();
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public string APIEndpointUrl { get; }
public string WebsiteRootUrl { get; }
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/// <summary>
/// The API response version.
/// See: https://osu.ppy.sh/docs/index.html#api-versions
/// </summary>
public int APIVersion { get; }
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public Exception LastLoginError { get; private set; }
public string ProvidedUsername { get; private set; }
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public string SecondFactorCode { get; private set; }
private string password;
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public IBindable<APIUser> LocalUser => localUser;
public IBindableList<APIUser> Friends => friends;
public IBindable<UserActivity> Activity => activity;
public IBindable<UserStatistics> Statistics => statistics;
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public INotificationsClient NotificationsClient { get; }
public Language Language => game.CurrentLanguage.Value;
private Bindable<APIUser> localUser { get; } = new Bindable<APIUser>(createGuestUser());
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private BindableList<APIUser> friends { get; } = new BindableList<APIUser>();
private Bindable<UserActivity> activity { get; } = new Bindable<UserActivity>();
private Bindable<UserStatus?> configStatus { get; } = new Bindable<UserStatus?>();
private Bindable<UserStatus?> localUserStatus { get; } = new Bindable<UserStatus?>();
private Bindable<UserStatistics> statistics { get; } = new Bindable<UserStatistics>();
protected bool HasLogin => authentication.Token.Value != null || (!string.IsNullOrEmpty(ProvidedUsername) && !string.IsNullOrEmpty(password));
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private readonly CancellationTokenSource cancellationToken = new CancellationTokenSource();
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private readonly Logger log;
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public APIAccess(OsuGameBase game, OsuConfigManager config, EndpointConfiguration endpointConfiguration, string versionHash)
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{
this.game = game;
this.config = config;
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this.versionHash = versionHash;
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if (game.IsDeployedBuild)
APIVersion = game.AssemblyVersion.Major * 10000 + game.AssemblyVersion.Minor;
else
{
var now = DateTimeOffset.Now;
APIVersion = now.Year * 10000 + now.Month * 100 + now.Day;
}
APIEndpointUrl = endpointConfiguration.APIEndpointUrl;
WebsiteRootUrl = endpointConfiguration.WebsiteRootUrl;
NotificationsClient = setUpNotificationsClient();
authentication = new OAuth(endpointConfiguration.APIClientID, endpointConfiguration.APIClientSecret, APIEndpointUrl);
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log = Logger.GetLogger(LoggingTarget.Network);
log.Add($@"API endpoint root: {APIEndpointUrl}");
log.Add($@"API request version: {APIVersion}");
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ProvidedUsername = config.Get<string>(OsuSetting.Username);
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authentication.TokenString = config.Get<string>(OsuSetting.Token);
authentication.Token.ValueChanged += onTokenChanged;
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config.BindWith(OsuSetting.UserOnlineStatus, configStatus);
localUser.BindValueChanged(u =>
{
u.OldValue?.Activity.UnbindFrom(activity);
u.NewValue.Activity.BindTo(activity);
if (u.OldValue != null)
localUserStatus.UnbindFrom(u.OldValue.Status);
localUserStatus.BindTo(u.NewValue.Status);
}, true);
localUserStatus.BindValueChanged(val => configStatus.Value = val.NewValue);
var thread = new Thread(run)
{
Name = "APIAccess",
IsBackground = true
};
thread.Start();
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}
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private WebSocketNotificationsClientConnector setUpNotificationsClient()
{
var connector = new WebSocketNotificationsClientConnector(this);
connector.MessageReceived += msg =>
{
switch (msg.Event)
{
case @"verified":
if (state.Value == APIState.RequiresSecondFactorAuth)
state.Value = APIState.Online;
break;
case @"logout":
if (state.Value == APIState.Online)
Logout();
break;
}
};
return connector;
}
private void onTokenChanged(ValueChangedEvent<OAuthToken> e) => config.SetValue(OsuSetting.Token, config.Get<bool>(OsuSetting.SavePassword) ? authentication.TokenString : string.Empty);
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internal new void Schedule(Action action) => base.Schedule(action);
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public string AccessToken => authentication.RequestAccessToken();
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Send client-generated session GUID for identification purposes This is the first half of a change that *may* fix https://github.com/ppy/osu/issues/26338 (it definitely fixes *one case* where the issue happens, but I'm not sure if it will cover all of them). As described in the issue thread, using the `jti` claim from the JWT used for authorisation seemed like a decent idea. However, upon closer inspection the scheme falls over badly in a specific scenario where: 1. A client instance connects to spectator server using JWT A. 2. At some point, JWT A expires, and is silently rotated by the game in exchange for JWT B. The spectator server knows nothing of this, and continues to only track JWT A, including the old `jti` claim in said JWT. 3. At some later point, the client's connection to one of the spectator server hubs drops out. A reconnection is automatically attempted, *but* it is attempted using JWT B. The spectator server was not aware of JWT B until now, and said JWT has a different `jti` claim than the old one, so to the spectator server, it looks like a completely different client connecting, which boots the user out of their account. This PR adds a per-session GUID which is sent in a HTTP header on every connection attempt to spectator server. This GUID will be used instead of the `jti` claim in JWTs as a persistent identifier of a single user's single lazer session, which bypasses the failure scenario described above. I don't think any stronger primitive than this is required. As far as I can tell this is as strong a protection as the JWT was (which is to say, not *very* strong), and doing this removes a lot of weird complexity that would be otherwise incurred by attempting to have client ferry all of its newly issued JWTs to the server so that it can be aware of them.
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public Guid SessionIdentifier { get; } = Guid.NewGuid();
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/// <summary>
/// Number of consecutive requests which failed due to network issues.
/// </summary>
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private int failureCount;
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/// <summary>
/// The main API thread loop, which will continue to run until the game is shut down.
/// </summary>
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private void run()
{
while (!cancellationToken.IsCancellationRequested)
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{
if (state.Value == APIState.Failing)
{
// To recover from a failing state, falling through and running the full reconnection process seems safest for now.
// This could probably be replaced with a ping-style request if we want to avoid the reconnection overheads.
log.Add($@"{nameof(APIAccess)} is in a failing state, waiting a bit before we try again...");
Thread.Sleep(5000);
}
// Ensure that we have valid credentials.
// If not, setting the offline state will allow the game to prompt the user to provide new credentials.
if (!HasLogin)
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{
state.Value = APIState.Offline;
Thread.Sleep(50);
continue;
}
Debug.Assert(HasLogin);
// Ensure that we are in an online state. If not, attempt a connect.
if (state.Value != APIState.Online)
{
attemptConnect();
if (state.Value != APIState.Online)
continue;
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}
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// hard bail if we can't get a valid access token.
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if (authentication.RequestAccessToken() == null)
{
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Logout();
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continue;
}
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processQueuedRequests();
Thread.Sleep(50);
}
}
/// <summary>
/// Dequeue from the queue and run each request synchronously until the queue is empty.
/// </summary>
private void processQueuedRequests()
{
while (true)
{
APIRequest req;
lock (queue)
{
if (queue.Count == 0) return;
req = queue.Dequeue();
}
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handleRequest(req);
}
}
/// <summary>
/// From a non-connected state, perform a full connection flow, obtaining OAuth tokens and populating the local user and friends.
/// </summary>
/// <remarks>
/// This method takes control of <see cref="state"/> and transitions from <see cref="APIState.Connecting"/> to either
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/// - <see cref="APIState.RequiresSecondFactorAuth"/> (pending 2fa)
/// - <see cref="APIState.Online"/> (successful connection)
/// - <see cref="APIState.Failing"/> (failed connection but retrying)
/// - <see cref="APIState.Offline"/> (failed and can't retry, clear credentials and require user interaction)
/// </remarks>
/// <returns>Whether the connection attempt was successful.</returns>
private void attemptConnect()
{
if (localUser.IsDefault)
{
// Show a placeholder user if saved credentials are available.
// This is useful for storing local scores and showing a placeholder username after starting the game,
// until a valid connection has been established.
setLocalUser(new APIUser
{
Username = ProvidedUsername,
Status = { Value = configStatus.Value ?? UserStatus.Online }
});
}
// save the username at this point, if the user requested for it to be.
config.SetValue(OsuSetting.Username, config.Get<bool>(OsuSetting.SaveUsername) ? ProvidedUsername : string.Empty);
if (!authentication.HasValidAccessToken)
{
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state.Value = APIState.Connecting;
LastLoginError = null;
try
{
authentication.AuthenticateWithLogin(ProvidedUsername, password);
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}
catch (Exception e)
{
//todo: this fails even on network-related issues. we should probably handle those differently.
LastLoginError = e;
log.Add($@"Login failed for username {ProvidedUsername} ({LastLoginError.Message})!");
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Logout();
return;
}
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}
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switch (state.Value)
{
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case APIState.RequiresSecondFactorAuth:
{
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if (string.IsNullOrEmpty(SecondFactorCode))
return;
state.Value = APIState.Connecting;
LastLoginError = null;
var verificationRequest = new VerifySessionRequest(SecondFactorCode);
verificationRequest.Success += () => state.Value = APIState.Online;
verificationRequest.Failure += ex =>
{
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state.Value = APIState.RequiresSecondFactorAuth;
LastLoginError = ex;
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SecondFactorCode = null;
};
if (!handleRequest(verificationRequest))
{
state.Value = APIState.Failing;
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return;
}
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if (state.Value != APIState.Online)
return;
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break;
}
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default:
{
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var userReq = new GetMeRequest();
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userReq.Failure += ex =>
{
if (ex is APIException)
{
LastLoginError = ex;
log.Add($@"Login failed for username {ProvidedUsername} on user retrieval ({LastLoginError.Message})!");
Logout();
}
else if (ex is WebException webException && webException.Message == @"Unauthorized")
{
log.Add(@"Login no longer valid");
Logout();
}
else
{
state.Value = APIState.Failing;
}
};
userReq.Success += me =>
{
me.Status.Value = configStatus.Value ?? UserStatus.Online;
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setLocalUser(me);
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state.Value = me.SessionVerified ? APIState.Online : APIState.RequiresSecondFactorAuth;
failureCount = 0;
};
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if (!handleRequest(userReq))
{
state.Value = APIState.Failing;
return;
}
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break;
}
}
var friendsReq = new GetFriendsRequest();
friendsReq.Failure += _ => state.Value = APIState.Failing;
friendsReq.Success += res =>
{
friends.Clear();
friends.AddRange(res);
};
if (!handleRequest(friendsReq))
{
state.Value = APIState.Failing;
return;
}
// The Success callback event is fired on the main thread, so we should wait for that to run before proceeding.
// Without this, we will end up circulating this Connecting loop multiple times and queueing up many web requests
// before actually going online.
while (State.Value == APIState.Connecting && !cancellationToken.IsCancellationRequested)
Thread.Sleep(500);
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}
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public void Perform(APIRequest request)
{
try
{
request.Perform(this);
}
catch (Exception e)
{
// todo: fix exception handling
request.Fail(e);
}
}
public Task PerformAsync(APIRequest request) =>
Task.Factory.StartNew(() => Perform(request), TaskCreationOptions.LongRunning);
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public void Login(string username, string password)
{
Debug.Assert(State.Value == APIState.Offline);
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ProvidedUsername = username;
this.password = password;
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}
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public void AuthenticateSecondFactor(string code)
{
Debug.Assert(State.Value == APIState.RequiresSecondFactorAuth);
SecondFactorCode = code;
}
public IHubClientConnector GetHubConnector(string clientName, string endpoint, bool preferMessagePack) =>
new HubClientConnector(clientName, endpoint, this, versionHash, preferMessagePack);
public IChatClient GetChatClient() => new WebSocketChatClient(this);
public RegistrationRequest.RegistrationRequestErrors CreateAccount(string email, string username, string password)
{
Debug.Assert(State.Value == APIState.Offline);
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var req = new RegistrationRequest
{
Url = $@"{APIEndpointUrl}/users",
Method = HttpMethod.Post,
Username = username,
Email = email,
Password = password
};
try
{
req.Perform();
}
catch (Exception e)
{
try
{
return JObject.Parse(req.GetResponseString().AsNonNull()).SelectToken(@"form_error", true).AsNonNull().ToObject<RegistrationRequest.RegistrationRequestErrors>();
}
catch
{
try
{
// attempt to parse a non-form error message
var response = JObject.Parse(req.GetResponseString().AsNonNull());
string redirect = (string)response.SelectToken(@"url", true);
string message = (string)response.SelectToken(@"error", false);
if (!string.IsNullOrEmpty(redirect))
{
return new RegistrationRequest.RegistrationRequestErrors
{
Redirect = redirect,
Message = message,
};
}
// if we couldn't deserialize the error message let's throw the original exception outwards.
e.Rethrow();
}
catch
{
// if we couldn't deserialize the error message let's throw the original exception outwards.
e.Rethrow();
}
}
}
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return null;
}
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/// <summary>
/// Handle a single API request.
/// Ensures all exceptions are caught and dealt with correctly.
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/// </summary>
/// <param name="req">The request.</param>
/// <returns>true if the request succeeded.</returns>
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private bool handleRequest(APIRequest req)
{
try
{
req.Perform(this);
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if (req.CompletionState != APIRequestCompletionState.Completed)
return false;
// Reset failure count if this request succeeded.
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failureCount = 0;
return true;
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}
catch (HttpRequestException re)
{
log.Add($"{nameof(HttpRequestException)} while performing request {req}: {re.Message}");
handleFailure();
return false;
}
catch (SocketException se)
{
log.Add($"{nameof(SocketException)} while performing request {req}: {se.Message}");
handleFailure();
return false;
}
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catch (WebException we)
{
log.Add($"{nameof(WebException)} while performing request {req}: {we.Message}");
handleWebException(we);
return false;
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}
catch (Exception ex)
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{
Logger.Error(ex, "Error occurred while handling an API request.");
return false;
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}
}
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private readonly Bindable<APIState> state = new Bindable<APIState>();
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/// <summary>
/// The current connectivity state of the API.
/// </summary>
public IBindable<APIState> State => state;
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private void handleWebException(WebException we)
{
HttpStatusCode statusCode = (we.Response as HttpWebResponse)?.StatusCode
?? (we.Status == WebExceptionStatus.UnknownError ? HttpStatusCode.NotAcceptable : HttpStatusCode.RequestTimeout);
// special cases for un-typed but useful message responses.
switch (we.Message)
{
case "Unauthorized":
case "Forbidden":
statusCode = HttpStatusCode.Unauthorized;
break;
}
switch (statusCode)
{
case HttpStatusCode.Unauthorized:
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Logout();
break;
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case HttpStatusCode.RequestTimeout:
handleFailure();
break;
}
}
private void handleFailure()
{
failureCount++;
log.Add($@"API failure count is now {failureCount}");
if (failureCount >= 3)
{
state.Value = APIState.Failing;
flushQueue();
}
}
public bool IsLoggedIn => State.Value > APIState.Offline;
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public void Queue(APIRequest request)
{
lock (queue)
{
if (state.Value == APIState.Offline)
{
request.Fail(new WebException(@"User not logged in"));
return;
}
queue.Enqueue(request);
}
}
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private void flushQueue(bool failOldRequests = true)
{
lock (queue)
{
var oldQueueRequests = queue.ToArray();
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queue.Clear();
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if (failOldRequests)
{
foreach (var req in oldQueueRequests)
req.Fail(new WebException($@"Request failed from flush operation (state {state.Value})"));
}
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}
}
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public void Logout()
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{
password = null;
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SecondFactorCode = null;
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authentication.Clear();
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// Scheduled prior to state change such that the state changed event is invoked with the correct user and their friends present
Schedule(() =>
{
setLocalUser(createGuestUser());
friends.Clear();
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});
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state.Value = APIState.Offline;
flushQueue();
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}
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public void UpdateStatistics(UserStatistics newStatistics)
{
statistics.Value = newStatistics;
if (IsLoggedIn)
localUser.Value.Statistics = newStatistics;
}
private static APIUser createGuestUser() => new GuestUser();
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private void setLocalUser(APIUser user) => Scheduler.Add(() =>
{
localUser.Value = user;
statistics.Value = user.Statistics;
}, false);
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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flushQueue();
cancellationToken.Cancel();
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}
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}
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internal class GuestUser : APIUser
{
public GuestUser()
{
Username = @"Guest";
Id = SYSTEM_USER_ID;
}
}
public enum APIState
{
/// <summary>
/// We cannot login (not enough credentials).
/// </summary>
Offline,
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/// <summary>
/// We are having connectivity issues.
/// </summary>
Failing,
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/// <summary>
/// Waiting on second factor authentication.
/// </summary>
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RequiresSecondFactorAuth,
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/// <summary>
/// We are in the process of (re-)connecting.
/// </summary>
Connecting,
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/// <summary>
/// We are online.
/// </summary>
Online
}
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}